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Company of Heroes 3 1.5.1 Patch Notes

Ana sayfa / Patch Notes

Company of Heroes 3 is a real-time strategy game developed by Relic Entertainment and published by Sega. It’s a sequel to Company of Heroes 2; it features new mechanics and modes and is set in World War II’s Italian and North African theaters. The game received a new update a while ago, focusing on things increasing the gameplay experience. The patch notes of the Company of Heroes 3 1.5.1 are below.

Company of Heroes 3 1.5.1 Patch Notes

GENERAL

MULTIPLAYER BALANCE

US Forces

M8 Greyhound Armored Car

Skirts have pushed the Greyhound to be too difficult to deal with for a variety of softer counters, leading to US Forces players gaining a significant advantage when these are on the field. We are gently rolling this back to make it more vulnerable to soft counters like Anti-Tank Rifles and snares.

British Forces

Royal Engineers
We are partially removing some of the changes to the Royal Engineer squad to make them more vulnerable to non-rifle weapons. We want to maintain the increase in capture speed, but also limit how fast Royal Engineers can arrive on the field to gain both map control and field presence.

Training Center Upgrades
The Training Center upgrades are being locked behind the Platoon Command Post to require the British Forces to tech up to gain the powerful upgrades available to the faction. With the recent changes to both the British and Axis factions, the Training Center upgrades no longer need to be available from the start.

Centaur Medium Tank
With a stronger early game available to the British Forces, some mid game call-ins have become far too powerful and can often catch Axis players at a point where they cannot field a reasonable counter. The costs on the Centaur and AA are meant to slow down the acquisition of these units and force a deeper investment into them if the player wants a powerful midgame.

Crusader AA

Deutsche Afrikakorps

Panzerjager Squad
This change was meant to be part of the rest of the Panzerbuchse changes as we wanted to improve the effectiveness of the Panzerjager against vehicles through its rate of fire, but not its infantry efficacy. By increasing both, the unit is far too efficient against all targets, which we are now toning down.

STABILITY

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